From: owner-ammf-digest@smoe.org (alt.music.moxy-fruvous digest) To: ammf-digest@smoe.org Subject: alt.music.moxy-fruvous digest V14 #5728 Reply-To: ammf@fruvous.com Sender: owner-ammf-digest@smoe.org Errors-To: owner-ammf-digest@smoe.org Precedence: bulk alt.music.moxy-fruvous digest Monday, January 18 2021 Volume 14 : Number 5728 Today's Subjects: ----------------- The Pro Is Here For You... ["WiFiBooster Pro" <360-Degree@windseason.buzz] You will see nude photos. Please be discreet. ["Lusty sluts finder" Subject: The Pro Is Here For You... The Pro Is Here For You... http://windseason.buzz/TzEH9QIjoxW2SvhpeJE05w1j2QDMSpbcMRtTdRrUKt_x_ybm http://windseason.buzz/gBGoPFjOWzrtKERMgUdceMiNC55jNVM8at7PV_QjPIeVwZhr he concept of a field-effect transistor was proposed by Julius Edgar Lilienfeld in 1925. John Bardeen and Walter Brattain, while working under William Shockley at Bell Labs, built the first working transistor, the point-contact transistor, in 1947, which was followed by Shockley's bipolar junction transistor in 1948. From 1955 onwards, transistors replaced vacuum tubes in computer designs, giving rise to the "second generation" of computers. Compared to vacuum tubes, transistors have many advantages: they are smaller, and require less power than vacuum tubes, so give off less heat. Junction transistors were much more reliable than vacuum tubes and had longer, indefinite, service life. Transistorized computers could contain tens of thousands of binary logic circuits in a relatively compact space. However, early junction transistors were relatively bulky devices that were difficult to manufacture on a mass-production basis, which limited them to a number of specialised applications. At the University of Manchester, a team under the leadership of Tom Kilburn designed and built a machine using the newly developed transistors instead of valves. Their first transistorised computer and the first in the world, was operational by 1953, and a second version was completed there in April 1955. However, the machine did make use of valves to generate its 125 kHz clock waveforms and in the circuitry to read and write on its magnetic drum memory, so it was not the first completely transistorized computer. That distinction goes to the Harwell CADET of 1955, built by the electronics division of the Atomic Energy Research Establishment at Harw ------------------------------ Date: Fri, 15 Jan 2021 02:16:11 -0500 From: "Lusty sluts finder" Subject: You will see nude photos. Please be discreet. You will see nude photos. Please be discreet. http://pey.buzz/B2FvfpzdZ_G-eNsnPVgPQ7GhcLSjbZOaPcScD6d3hQJtmou0 http://pey.buzz/uPvyITpTsLjdA3Xpp7l54mczEdVUswNaUys115wVzeSNRZTb he game's concept and design was led by Brendan Greene, better known by his online handle PlayerUnknown, who had previously created the ARMA 2 mod DayZ: Battle Royale, an offshoot of popular mod DayZ, and inspired by the 2000 Japanese film Battle Royale. At the time he created DayZ: Battle Royale, around 2013, Irish-born Greene had been living in Brazil for a few years as a photographer, graphic designer, and web designer, and played video games such as Delta Force: Black Hawk Down and America's Army. The DayZ mod caught his interest, both as a realistic military simulation and its open-ended gameplay, and started playing around with a custom server, learning programming as he went along. Greene found most multiplayer first-person shooters too repetitive, considering maps small and easy to memorize. He wanted to create something with more random aspects so that players would not know what to expect, creating a high degree of replayability; this was done by creating vastly larger maps that could not be easily memorized, and using random item placement across it. Greene was also inspired by an online competition for DayZ called Survivor GameZ, which featured a number of Twitch and YouTube streamers fighting until only a few were left; as he was not a streamer himself, Greene wanted to create a similar game mode that anyone could play. His initial efforts on this mod were more inspired by The Hunger Games novels, where players would try to vie for stockpiles of weapons at a central location, but moved away from this partially to give players a better chance at survival by spreading weapons around, and also to avoid copyright issues with the novels. In taking inspiration from the Battle Royale film, Greene had wanted to use square safe areas, but his inexperience in coding led him to use circular safe areas instead, which persisted to Battlegroun ------------------------------ End of alt.music.moxy-fruvous digest V14 #5728 **********************************************